Age | Commit message (Collapse) | Author |
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- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
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incorrect input where it was placed
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[GS]etTileType() instead of plain int.
This makes it necessary to rename TileType() to GetTileType() because a type and a function may not share the same name.
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single tile from map.h and put them into a seperate file tile.h
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These scale a number relative to the map size/circumference.
Use them to scale the amount of map objects.
Of course at the moment they return just the input, because there are no bigger/smaller maps yet.
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FindLandscapeHeightByTile()
While here clean up some other stuff: uint -> TileIndex, assert() that the TileIndex is valid and remove a line which was already commented out
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works, but on non-square maps the wrong tiles would get marked as MP_VOID
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adapt the save/load data and some other parts of the code to that change
WARNING: If i made any mistake here it WILL lead to corrupted savegames!
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the real cause has been eleminated in r1413.
Leave an assert() just to be sure...
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appropriate warning flags in the Makefile
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Replace direct references to _map_type_and_height with these
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Replace some direct references to _map_type_and_height with TileHeight()/IsTileType()
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them into inline functions and add some asserts
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from map.h into map.c.
Now the whole source except map.c is independent of TILE_[XY]_BITS!
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the latter into inline functions names Tile[XY]
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southern border now have the correct tile type (MP_VOID) again. Please note that older maps might still have incorrect border tiles, thus still causing overflows.
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incorrectly. Was the result of the cost getting reset in a recursive call of docommand. That is fixed. In addition all cost-commands are typed explicitely. Please do not forget to do so or your costs will be credited to construction if you are unlucky.
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instead of TILES_[XY]
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macros for map querying.
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TILE_MAX_[XY]
While here replace one erroneous TILE_MAX_X with MapMaxY()
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GetMapExtraBits
from overflowing)
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Should now really be solved.. now only MP_WATER is owned by OWNER_WATER
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OWNER_NONE instead of OWNER_WATER.
-Fix: On InitializeLandscape the map was made MP_WATER, but OWNER_NONE.
When ConvertGroundTilesIntoWaterTiles() is not called, this gives big
problems (see above). Now the owner is set to OWNER_WATER by default.
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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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instead
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map.c and map.h
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This especially enables houses to accept passengers, mail, goods AND food.
Add string templates for up to 5 cargo types for the tile info window. If more are needed just add them.
Simplify (de-uglify) the logic for cargo acceptence for houses and split the goods/food table into two. The acceptance is unmodified, but accepting goods AND food is now trivially possible. The exact amounts have to be decided.
This is based on Celestar's changes in the map branch plus some further bits that will be merged there soon.
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-Fix: some minor fixes around GetTileTrackStatus (blathijs)
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